I felt like playing some Paper Moon music, so I did!
MP3 Download → PJ Jam #3[1:29]
Paper Moon is live, baby. Go Play!
Media Roundup (WIP)
I put together a new trailer for the Blurst version of Paper Moon that will launch tomorrow!
Watch it at Vimeo for better quality. You can get a taste of not only the new graphics but also the new music (by yours truly) and sound effects (by the talented Steve Swink).
This video will be on Flashbang’s Vimeo soon, possibly with better quality. So look out for that.
Its time to reveal secrets. For the last week and a bit I’ve been down in Arizona working on a new version of Paper Moon for release on the free, web-based indie game portal Blurst.com.
New Paper Moon

Paper Moon is inspired by a fusion of pop-up books and Ella Fitzgerald’s classic song “Its Only a Paper Moon”. It was previously released as part of the Gamma3D art game show in Montreal last November 2008.
The new version of Paper Moon features a combo-based scoring system, new levels, improved visuals, musical score (by yours truly), sound effects, greater replay value and online leaderboards/achievements/bonuses.

Infinite Ammo – Flashbang Collaboration
The new Paper Moon is the result of a collaboration between myself and my friends at Flashbang studios. Down here in Tempe, AZ I’ve been focused on writing the score of the game, implementing new features and tweaking gameplay. Ben Ruiz (FB art director) has been busy creating brand new sexy art. Steve Swink (game designer, arts institute teacher) has been designing new levels, gameplay concepts and setting up the combo system for maximum re-playability. Shawn White is also in on the action helping us integrate the game with Blurst and finding bugs.
The resulting game is a mix of all of our styles, and I’m hoping fans of our previous work will see the influences from both sides.
The new version even got a notice in the Wallstreet Journal of all places! (and Rock Paper Shotgun)
You’ll be able to enjoy the fruits of our labors on Friday for free on Blurst.com.
Here is the conclusion of our trip to the Montreal International Games Summit. Our last couple days consisted of hanging out with other awesome indie game developers and recovering from the intensity of running a booth and partying at Gamma3D.